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Why there arent any 256x256 pro maps?

Forum Index > BW General
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8882
Profile Blog Joined December 2003
2723 Posts
Last Edited: 2026-05-02 14:48:52
1 hour ago
#1
Imagine that someone takes a typical pro-map - Python, Fighting Spirit, or anything newer and pastes it in the middle of a 256x256 map.

Then they add the map "around" the center - so instead of battles only in the middle, there are 2 or 3 routes behind. Places for expansions too.

Extended python:
[image loading]


Python is actually not a good example, because there is simply no way to add easy spots behind - with 1-2 routes / more expos.
However an "extended" python would look something like this:



Here's another example: a 256 x 256 concept, where the middle is a relatively standard normal map (although with more distance between mains) and there are 2 routes behind the starting points - for more expansions and more possible strategies

[image loading]


Note that mains need to be enlarged to block tank cheese (but still allow mutalisk harass).


More empty space would need to be added in the middle to stop easy terran pushes and allow better flanking, would also stop the problem of "too many terrans".

Apart from 4 mains and few usual expansions, there could be multiple extra expansions in the other parts of the map - the two routes that normally are hidden by the map border.

On a side note, Starcraft engine does not allow to have a globe map, where there wouldnt be any border at all, but that would be at least interesting.

The main idea is that apart from the usual 2-3 routes in center, there are multiple routes in the back - for more options of unit movements.


Things to think about:
* if 4 starting spots -> they should be farther away from each other, unfortunately this means macro play. Open topic is if they should allow to enter the base or not
* maybe some smart neutral buildings, to be able to go out from the base to the "back" side of the map
* ability to move army behind the usual part of map (green arrows in my crappy drawing)
* more expansions, allowing to make a hidden expansion
* armies stretched more thin - since many more places to expand
* to balance against terran the maps couldnt have that many trees, ridges and similar
* to balance against zerg, there should be space for turrets near standard mineral lines

Basically you take a normal map and extend it - make it 4x times bigger.
I have returned
Vasoline73
Profile Blog Joined February 2008
United States7872 Posts
54 minutes ago
#2
I’ve always wondered how the standard maximum map size (128x128) was settled.

Most people don’t want extremely long games or strategy unsound for normal maps… but you’d think they would occasionally try out a bigger map from time to time.
Crimson)S(hadow
Profile Blog Joined July 2007
Philippines673 Posts
Last Edited: 2026-05-02 16:02:12
38 minutes ago
#3
so like FS with pathfinder/outsider backdoor passageways? idk, sylphid's 12:00 is already a nightmare for terran to defend mutas, giving zerg an extra 180 degrees worth of angles to harass your base sounds like it would be imbalanced

[image loading]
[image loading]

edit: i forgot about Battle Royal which had outer expansions, iirc the map was broken for zerg... maybe that was more because of the troy gates though
[image loading]
"It's the end of the BW era which i devoted everything to for 10 years. I tried playing sc2, but my BW memories run too deep; I felt like I was playing an entirely different game" -ToSsGirL
Artanis[Xp]
Profile Blog Joined December 2005
Netherlands12971 Posts
14 minutes ago
#4
The minimap gets tiny whenever you go above 128x128, I imagine that contributes to it.
8882
Profile Blog Joined December 2003
2723 Posts
Last Edited: 2026-05-02 16:21:55
6 minutes ago
#5
None of the maps listed by Crimson)S(hadow is what I mean.

In fact all of the maps presented by him could be "expanded" to have 1-2 additional routes behind the mains.
Since this would mean more routes and more space, additional expansions could be made there - perhaps for a secret base that is relatively far away.

Imagine that you take any standard map and draw 2 or 3 circles around it, which mean various types of low or high ground - that are divided perhaps by walls, or perhaps by this special "low ground" thing that can be passed by units.
This adds much more space to the map, with possibility for unit movement.
I have returned
Jealous
Profile Blog Joined December 2011
10318 Posts
3 minutes ago
#6
Multiple entrances into main = PvZ graveyard. Tears of the Moon Protoss is evidence of this.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
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